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Table of Contents
I. Introduction
II. The Belly
III. Getting Started
IV. Characters
V. Gameplay
VI. Game Mastering
VII. Hungry God
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I: Introduction
Belly of the Beast is a grim tabletop RPG about brutal, selfish
scavengers surviving in the gut of a titanic, parasitic, world eating
monster.
Hundreds of years ago a massive rock fell from the sky, crushing
kingdoms and continents beneath it. Eventually, life in the realms
returned to a state of normalcy, and the many clans continued their
incessant struggle for power.
Incalculably large, the Beast unfurled its great girth upon the land,
consuming thousands of leagues of soil, stone, and forest. One by
one, the mighty strongholds and great armies of the age fell against
its inexorable consumption.
And yet when legions, empires, and cities are swallowed whole -
not all is lost. A rare few survive the Devouring, and test their
mettle living in the belly of the Beast.
How to Play
Belly of the Beast is a roleplaying game - that means that you and
at least one other friend take on the roles of fictional characters,
living, fighting, killing, and scavenging within the stomach of your
Hungry God.
You’ll discuss what your characters do and say, how they act and
what they look like, and collaborate to tell a story - all guided by
these rules and the roll of the dice.
One player will take on the role of the Game Master (GM), who
will describe the environment, control all of the non-player
characters (NPCs) - including the Belly’s many antagonists -
make judgments about how difficult and dangerous certain actions
are, and ultimately illustrate the outcome of those actions.
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It’s best to play with four to five players (each of whom takes on
the role of one character), including one as the GM. However, the
game can handle as few as two players or upwards of seven or
eight.
You say what you want your character to do, roll some dice, and
the GM determines if your character was successful based on
how difficult the Task is.
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Gameplay Style
Belly of the Beast focuses on stories that revolve around a ragtag
group of scavengers doing everything they can not only to survive,
but to thrive living in this stinking cesspit of a monster’s gut.
The characters are tough, cruel, greedy bastards that care mainly
about themselves, and the very few people who they might feel a
hint of loyalty toward. Driven by instinct and need, only the
cunning and the grim can make it as scavengers.
The longer scavengers live and the bigger their hauls, the better
they get at their job. Over time, your characters will improve and
command more respect, authority, and jealousy.
you’ll have a group of friends who all buy into the game’s premise
and will play along with you.
If you can, each player should have read these rules (or at least the
Quick Start located in the back), as well as have a character sheet
and their own handful of dice.
The only type of dice used in Belly of the Beast are typical six-
siders, abbreviated as D or referred to as dice.
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Dice
Belly of the Beast only uses regular six-sided dice, which I call D,
die, or dice. You really only need one, but a fistful for each player
is ideal.
If you gain bonus dice, such as +1d, that adds to your roll. So if
you were rolling 3d and got a +1d bonus, you’d roll a total of four
dice (4d).
There’s a few types of dice in Belly of the Beast, and each of these
can be used when relevant to a roll:
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Ultimately, this is your game and you should discuss what kind of
tone or themes you’re looking to elicit. A game in which half of
the players are comedic relief might not sit well with the folks
trying to play it straight.
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Once it became clear that these rumors were true, and not the
ramblings of the mad, there wasn’t much that could be done. The
Beast isn’t particularly fast, but it is completely unstoppable. It
chewed through mountains like butter, gobbled up forests, and had
a taste for the densest and most vibrant locations on the surface -
especially cities.
By the time the various states and clans tried to unite as a stalwart
force against the Beast’s consumption, it was too late. Millions had
been swallowed, entire continents’ surfaces scraped clean a league
deep, kingdoms and nations destroyed by gluttonous, gnashing
teeth.
Those that were eaten found that the nightmare didn’t end there -
the vastness of the Beast’s innards were so great that entire
settlements managed to hold together and survive, lodging
themselves in the soft guts of the creature or atop piles of
undigested rock and dirt.
It’s a tough job, and more die than make a living of it, but
somebody’s gotta do it, right?
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Swallower of Worlds
Many believe that the Beast is a scourge sent from the gods to
consume all life. Some say that it is a god, or even the God, and
that the realm’s sole purpose for existence is to feed the great
Devourer.
That no longer matters now, as you live within the creature’s vast
and dark innards. For half a century scavengers and explorers have
been trying to map and catalog the Belly, but few make it far, and
such records are exceedingly rare.
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Culture
Tens of thousands of the Swallowed live and die amid these paltry
remnants of society, often just as likely to kill one another as
cooperate. Their future is uncertain.
It is a dark time for humanity, when trust has never been more
valuable, but few can be trusted. A time when babies are born, live,
grow old, and die without ever seeing the sun. A time when the
weak have long since disappeared, and even the strongest are lucky
to reach their fourth decade. A time when useful scraps, shreds,
and fragments of the Eaten Age are more valuable than all the
world’s gold or silver.
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those who are willing to acquire their daily needs, and ensure that
they receive a fair portion of barter for their work.
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Gender roles are both more and less important than during the
Eaten Age. There’s too few people - all of whom are tough and
capable - in order to segregate work or duties wholly to one gender
or another. Plenty of women wield spears, and plenty of men
remain in strongholds and care for their children.
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selfless act, for bringing a child into this world, even accidentally,
is horrible beyond imagining. Some would say needlessly cruel.
This gender dichotomy is not designed to create sexism for its own
sake, but rather as an examination of human culture and reactions
in a disastrous and hellish circumstance. GMs, tread here carefully
- or ignore it altogether if you or your players are uncomfortable
treading here at all.
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Government
The few strongholds that have managed to maintain a semblance of
stability have established proto governments. Likewise, the more
prominent nomad clans and large families have ad hoc leaders and
clan elders who command respect and authority. However there is
little in the way of known or recognized borders, nations, or
government entities. Instead, tribal rule has been reinstated - the
strong and clever dominate the rest.
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Daily Life
It isn’t easy living in the Belly, but three generations have done so
successfully thus far. The majority of a Swallowed’s time is spent
foraging for food and the bare necessities of life, all while under
threat of cannibals, reavers, and living within the hostile Belly
itself.
Food
People living within the Belly eat whatever they can, when they
can. Few regions support any kind of natural growth - and the
plants and animals that do live in these regions are often deformed,
malnutritious, or otherwise dangerous. Much of the world’s supply
of arable land has been eaten by the Beast, its grains and other
goods that aren’t immediately perishable can be collected
headward near the stomach’s entrance.
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Such finds are often the most valuable hauls that a salvager can
muster, so coveted that they’re rarely sold or traded, cherished and
guarded against prying hands and hungry mouths.
Water
Most survivors don’t drink fresh water. The fluids that they do
imbibe are largely byproducts of the food that they eat - blood,
meat, bugs, various fungi, and the many parasitic creatures that
feast off of the Beast itself.
That being said, the entrails of the Devourer are large enough to
occasionally form clouds and rain, with the pure and clean water
viewed as a boon by many or as suspicious and tainted by others.
In its inexorable slog through the surface of the world, the
Insatiable God has engorged upon many lakes and rivers, often
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trapping pools of water in areas of stone and wood that are slow to
evaporate and digest in the humid atmosphere.
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Dress
Many have learned from this, especially those that have been
bileborn, and can tolerate the dissolving influence of the Beast
better than most. Masks to cover the sensitive facial tissues, and to
hopefully filter some of the moisture out of the air before it reaches
the lungs, have become ubiquitous throughout all of the sustaining
cultures dwelling within the Belly.
Few people have more than one or two outfits that they wear in
their daily life, and might possess a decorative piece of attire
reserved and well protected for only the most special occasions,
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Directions
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based on some key landmarks which all but the blindest scavengers
would be able to follow without incident.
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Strongholds
Entire mansions, churches, castles, and cities were swallowed
whole by the Insatiable One. As such, a great many of these sturdy
edifices have remained - at least partially - intact. The most
impressive of these have served as epicenters of community,
infighting, and struggle, as various groups attempt to control,
maintain, and repair them.
While even the hardest stone slowly erodes within the Beast, truly
impressive relics of the Eaten Age serve as bastions of hope and
safety in the otherwise horrific wastes. The most prominent
strongholds have developed around these points of light, cropping
up as small and well defended hamlets.
The Belly’s denizens - desperate and violent - are often its most
dangerous. As such, strongholds are wary of allowing newcomers,
and their populations grow painfully slowly. Scavengers are often
only as successful as their reputation, and trust is paramount
between the Swallowed.
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Technology
Prior to the Devouring, the realms possessed a wide array of
technology and scientific prowess. Some of the clans were on the
verge of mastering iron and alloy metallurgy, while others had
established enormous empires that stretched across continents and
possessed massive architectural and engineering works.
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Most new structures are built out of wattle and daub - as the raw
materials are in exceeding abundance within the Beast’s stomach.
However, the occasional new wood, brick, or even stone structure
is occasionally found. The natural movements of the enormous
creature make laying solid foundations (and therefore large
constructions) incredibly difficult.
Cannibals
Some of the Swallowed have descended so far into debauchery,
bloodlust, or desperation that they have developed a habit - and a
taste - for human flesh.
Reavers
Raiders, murderers, thieves, brigands, and cutthroats - reavers are
nefarious men and women who assault whoever they can. They
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These traitors are considered the most deplorable, the most devilish
of all by other scavengers. They know the way scavengers operate,
the way they think, when they’re weakest and when to strike. If
scavengers engage in battle with reavers known to be former
comrades, it is incredibly unlikely any will will be left alive.
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Slavery
Slavery is an insidious, widespread disease throughout the
swallowed. When physical manifestations of wealth are extremely
limited, the powerful and cruel turn to controlling others. While
most strongholds and nomadic clans are familial and share a
common kinship with one another, some are large and powerful
enough to support a slave-driven economy.
In recent memory, more than one slave army has been deployed to
combat the nomadic clans and lesser strongholds in a region,
claiming many lives and shifting the balance of power. Scavengers
must navigate this dangerous territory, both evading the slave
stockades and avoiding angering or interfering with the slave trade.
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Relationships
Not all hope and love is lost among the Swallowed. Indeed, such a
desperate and difficult life makes the tender warmth of love feel
like a white hot fire raging within their downtrodden spirits. No
other time in human history has the need of caring relationships,
loyalty, love, and the bonds of family been more important or more
relevant to its culture.
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Game Concept
While Belly of the Beast assumes that your characters will be
scavengers looking for valuable hauls in the swallowed ruins, it
helps to have a more narrowly focused game concept to base your
characters, challenges, and stories on.
Color
Agreeing upon your game’s color - its tone, pace, and general
subject matter - helps keep everyone on the same page. Think
about what kind of stories you want to create, what kind of
characters fit within those stories, and what kind of events,
obstacles, and actions elicit that type of experience.
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Rules Basics
Any time that your character attempts a Task, or an action that:
Kicking down a door isn’t a Task - unless that door blocks your
path of escape as you’re about to be caught by a group of ravenous
cannibals.
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All rolls start with one free base die (1BD), and can add in
Advantage Dice (AD) and Instinct Dice (ID). You can never spend
more than 5 ID on a single roll.
Successes are defined by each dice’s face value (1-6), if your roll
is high enough it generates one success. Which numbers count as
successes depend upon your Skill and its Skill Rank - the better
you are at a Skill the more faces per die count as a success.
You can spend ID to add dice to your roll, but once rolled those ID
are removed from your Instinct pool. In order to gain new ID, you
have to act within your character’s Instincts or successfully
complete pulls.
Scenes
Scenes are collections of related Tasks and Enemies. They help the
GM and players keep track of what takes place when and where, as
well as how many dice have been earned or spent. It’s easy to think
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Setup
The GM describes the Scene, all of its pertinent elements, and
allows the players to describe their characters’ actions right up to
the Action step of the Scene.
Definition
The GM defines each pressing Task and Enemy’s Difficulty,
Severity, and Threshold (these are discussed more in V: Gameplay
and VI: Game Mastering). Players can ask out-of-character
questions or clarifications.
Action
The characters, NPCs, and environment all act and react to one
another. Dice are rolled and the meat of the Scene occurs during
this step. The nature of the Scene or its related Tasks will change
during this step.
Resolution
The GM describes how the Scene is resolved, and the in-character
circumstances the players find themselves in. Any final in-
character actions or questions are answered in this step.
Conclusion
The players and GM discuss if the Scene warranted the acquisition
of any resources, pertinent information, or Instinct Dice.
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Characters only add ID to their Instinct pool during this step. The
Scene is now over, and gameplay continues.
Outside of Scenes
GMs, feel free to have players roll for downtime and long term
Tasks if they bear significant weight to the narrative - otherwise
rolls should be kept within a Scene.
Rolls = 1BD + ID + AD
Up to 5 ID can be added to your roll
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IV: Characters
Being a scavenger isn’t a glamorous job. You’re not usually seen
as a hero, or a savior, or even as someone particularly dangerous.
Sometimes, people downright distrust, disagree with, or even
disdain you. However, scavenging is necessary for survival, and
those that make a profession of it are highly skilled and
begrudgingly respected.
As a scavenger, you know that being the strongest, the fastest, the
smartest, or the best at killing is irrelevant. All that matters is your
ability to stay alive, fill a role in your company, and survive
enough pulls to retire a few years before your last. An entire world
of ruins, rubble, and salvage is waiting to be taken - you just have
to climb through hundreds of leagues of putrid waste, rivers of
digestive juices, devoured mountains and chewed up forests, and
fight other companies, reavers, and cannibals along the way.
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Overview
Surviving the Devouring - or even being born within the belly of
the Beast - means your character is already an order of magnitude
tougher, smarter, and meaner than anyone (probably) you know in
real life.
Children born within the Belly have known no other world, and
while many don’t make it past childhood, those that do are
terrifyingly tough, clever, and focused on survival.
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that they’re worth hiring into a company. That means you’ll screw
up about as often as you’ll do well, but you’re not a complete
liability.
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Character Concept
Your character should align with the game concept, as well as
work well with the other players’ characters. If you’re playing a
high-combat game about scavengers fighting an enemy reaver
faction, a haggling and socially oriented character might not fit as
well as a warrior (that’s not to say it couldn’t work, but just bear it
in mind).
When starting out, break your character down into their who and
what.
Becoming a Scavenger
How did you become a scavenger? Did you have a life prior to the
Devouring? Were you born within the stinking gut of the Beast?
What made you interested in pursuing the lost treasures of the
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Eaten Age, and what motivates you to keep going out on such
dangerous pulls?
Background
Foreground
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Skills
Every attempted action falls into one of the eight Skills. Skills are
bundles of action types and expertise that describe your character’s
capability when attempting related actions.
Every action only makes use of one Skill - called the relevant Skill
- however certain actions or intended outcomes have multiple
potential relevant Skills. Player and GM discussion is encouraged.
Awareness
The ability to detect your surroundings and the intent of others.
Physical perception, inner intuition, and keen insight.
Coordination
The ability to move precisely. Ranged combat, Dodging incoming
attacks, balance, agility, and overall finesse.
Cunning
The ability to think quickly and tactfully. Your mind for strategy,
tactics, acumen, anticipation, and logic.
Influence
The ability to sway others’ opinions and emotions. Your charm,
negotiation, persuasion, and intimidation.
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Lore
The ability to call upon your intellect and knowledge. Recalling
lore, history, social customs, or applying your knowledge and skill
to mental or artisanal endeavors.
Might
The ability to apply strength and force. Melee combat, Blocking
incoming attacks, brute strength, and running speed.
Resolve
The ability to resist pain, wounds, fear, and illness. Your health,
immunity, willpower, and fortitude.
Stealth
The ability to conceal your thoughts and actions. Telling lies,
hiding in the shadows, remaining inconspicuous, and moving
silently.
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Skill Ranks
Each of your character’s Skills has a Skill Rank. The better a
particular Skill is Ranked, the more likely your character is to
succeed when attempting actions using that Skill.
There are four Skill Ranks, each describing the character’s level
of expertise in the specific Skill. Every Rank adds more face-
values to each die that is considered a success (1 through 6).
Rotten (6)
You’re well below the average of your peers, and are more likely
to cause serious problems when attempting these actions.
Acceptable (5+)
You’re not a complete waste to have along, but you can’t be relied
upon either.
Capable (4+)
You’ve cut your teeth in the business, and have a respectable
amount of skill. You’re likely to succeed at most attempts, but
haven’t reached true mastery.
Brilliant (3+)
You’re as good as they come, and have to pick up the slack for the
rest of your crew. It’s unlikely that you’ll make a mess of things,
and only the most arduous obstacles challenge you.
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Most scavengers are tougher than your typical survivor, and have
the skills and expertise to prove it. However, some characters are
more specialized than others, as represented by the different Skill
Rank Arrays that are available to choose from:
Standard
1 Brilliant, 1 Capable, 5 Acceptable, 1 Rotten
Versatile
2 Capable, 6 Acceptable
Focused
1 Brilliant, 2 Capable, 3 Acceptable, 2 Rotten
Specialized
1 Brilliant, 3 Capable, 1 Acceptable, 3 Rotten
If you’re not sure what makes the most sense for your character,
just stick with the Standard Array - it is the best representation of
a typical scavenger, and will ensure that you can succeed at a good
number of Tasks.
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As for fairness and balance, all of the Skill Rank Arrays succeed at
an equivalent number of rolls across all eight of the Skills, just in
more or less concentrated areas.
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Instincts
Select two of the Instincts below. This is what drives your
character, how they behave under stress, and their innate
characteristics that define their motivation.
For each Instinct, you can select one of its numbered Instinct
Maneuvers. For example, a character with the Curiosity Instinct
chooses Curiosity 1. Spend 1 ID to learn of something immediately
useful and currently unknown in the Scene. Since they picked
Curiosity 1, they couldn’t also make use of Curiosity 2.
Curiosity
The desire to know
Choose one:
1. Spend 1 ID to learn of something immediately useful and
currently unknown in the Scene.
2. Each ID spent to identify the reason of a particular
occurrence, intent, attitude, place, or object is an automatic
success.
Fear
To recognize danger
Choose one:
1. Spend 1 ID to identify every potential danger in the current
Scene.
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Greed
To have all that you desire
Choose one:
1. Spend 1 ID to discover the most valuable objects in a
current Scene or place.
2. Each ID spent to haggle, sell, or get more profits out of
salvage is an automatic success.
Loyalty
Devotion to your kin and comrades
Choose one:
1. Spend 1 ID to suffer a Complication, Consequence, or
Injury in an ally’s stead.
2. Each ID spent to complete a Scene or Long Task with other
scavengers is an automatic success.
Violence
Killing bestows the ultimate authority
Choose one:
1. Spend 1 ID to learn an enemy’s weakness, granting AD as
appropriate. Attacks or actions that exploit this weakness
can either be automatically successful or grant permission
when an action would otherwise be impossible.
2. Each ID spent to ignore Injury, Complications, or
Consequences during combat is an automatic success.
Instincts in Play
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On his way back from the pull, his company gets ambushed by a
rival group of scavengers. They demand to take half of the haul
peacefully, or take all of it by force. Katarod doesn’t want any part
of that, and so activates his Violence 1 Instinct Maneuver -
discerning the weakness of his enemy.
The ID is removed from his pool (now at 8 ID), and the GM tells
Katarod how he recognizes the leader’s senses are dulled by milk
whiskey, and that it would be easy to get close to her undetected
(in mechanical terms, her Awareness Difficulty would be low.)
While his comrades are at a standoff with the other group, he stalks
around the darkness (a Stealth roll with some AD), grabs the rival
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leader and slits her throat wide open (a Might roll, against a
lowered Difficulty due to her being unaware). Chaos ensues, and
the battle ends in a bloody mess - with Katarod on top. He spent
another 5 ID during the battle, so his pool is now at 3 ID.
Specialties
Each character has one Specialty - a role or area of expertise that
describes them and their abilities. Specialties grant or deny
permission to attempt actions in certain circumstances, as well as
grant automatic success at certain types of actions and Tasks.
Alchemist
An expert in concoctions and chemicals
- You have permission to attempt advanced alchemy Tasks
others would find impossible.
- You automatically succeed at mundane alchemical Tasks
and can collect ingredients while traveling without the need
to roll.
Bileborn
Birthed into the bilious belly of the Beast
- You have permission to attempt environmental Resolve
Tasks that others would find impossible.
- You automatically succeed when resisting the effects of
caustic, hot, or acidic environments.
Chirurgeon
Your allies fear your saws nearly as much as their enemies’
swords
- You have permission to attempt surgery and advanced
medical Tasks that others would find impossible.
- You automatically succeed when applying basic first aid,
stabilizing, or cleaning treatable wounds.
Connections
You know people, and can call in a favor when necessary
- You have permission to roll Awareness or Influence to
determine if you know any friends or foes in the area.
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Engineer
What others would view as sorcery you view as the proper
application of leverage
- You have permission to attempt construction, engineering,
or architectural Tasks that others would find impossible.
- You automatically succeed when creating simple tools
and machines such as levers, wheels, and pulleys.
Forager
You’re able to find scraps for dinner even in the dankest and
darkest pits
- You have permission to roll Cunning or Lore to forage
edible food or helpful bits of debris anywhere in the
Evergut.
- You automatically succeed at feeding yourself regardless
of your position or supplies.
Iron Lungs
You’re gifted with longlasting breath, and can avoid noxious
fumes better than anyone
- You have permission to roll Resolve to hold your breath
indefinitely (one roll every so often), even when submerged
or enveloped.
- You automatically succeed at ignoring negative effects of
non-lethal fumes, gases, or smoke.
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Smith
You can scrape together even the most rusted detritus and make it
useful again
- Select one craft (armor, tools, melee weapons, ranged
weapons, etc). You have permission to roll smithing Tasks
toward this craft that others would find impossible.
- You automatically succeed at basic repairs, constructing
simple tools, or collecting raw materials related to your
craft.
Tracker
If it moves, you can track it. If there’s a path, you can find it.
- You have permission to roll for tracking and pathfinding
Tasks that others would find impossible.
- You automatically succeed at knowing rough distances,
directions, or finding your way out of convoluted paths or
environments.
Trader
You’ll never settle for less than optimal price, and you usually get
your way
- You have permission to roll when negotiating bargains or
deals that others would find impossible or completely
unreasonable.
- You automatically succeed at knowing the value of things,
where and who to sell to that will generate the best profit,
and other mercantile activities.
Specialties in Play
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Talents
Every character starts with one Talent, a freeform, self-defined
ability that describes your predilections, knacks, or gifts.
When creating Talents, ensure that they are broad enough to come
up often during play (approximately once a session) but narrow
enough to only be used in certain circumstances. For instance, you
wouldn’t want a Talent so broad that it encapsulates an entire Skill,
or one so narrow that it hardly ever comes up, and even when it
does it isn’t particularly useful.
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Example Talents
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Equipment
After defining all of your character’s mechanical elements, you’ll
need to define or select their equipment. In short, equipment
provides Advantage Dice when relevant, and grants permission to
attempt certain actions that would otherwise be impossible.
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Starting Questions
When you’re creating your characters in conjunction with your
game concept, many groups find it helpful to answer a series of
(optional) starting questions that connect the characters to each
other and their immediate surroundings at the beginning of the
game.
1. open ended
2. specific
3. evocative
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Advancement
You Advance once your character has completed three successful
pulls, each with a haul of greater value than the previous.
Think of your character’s Who (who they are, how they behave)
and What (what they do, what they’re good at, what they look
like, their function).
Select two Instincts that drive your character, and one Instinct
Maneuver from each of the selected Instincts.
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better Ranks mean dice rolled using that Skill are more likely to
succeed. The Ranks from worst to best are Rotten (6),
Acceptable (5+), Capable (4+), and Brilliant (3+).
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V: Gameplay
The majority of a character’s mechanical impact on the game is
through attempting Tasks. A Task occurs any time your character
attempts a difficult action that has a chance of failure and bears
significant narrative weight.
To attempt a Task, pick a relevant Skill and make a roll. You get
one die for free (the Base Die, 1BD), and can add any Advantage
Dice (AD) that are applicable to the roll.
For any Task you can spend Instinct Dice (ID) that add dice to
your roll. These dice come from your dice pool, and you can never
spend more dice than you have currently available. So, if you only
had 3 ID, you couldn’t spend 4 ID on your roll.
You can never spend more than 5 ID on a single roll, and never
roll more than 10D at once.
Most Tasks are considered Short Tasks - or those that can only be
attempted and rolled for once. In some cases, a particular Task can
be completed incrementally - over time and with multiple rolls -
which is called a Long Task.
some successes, but fewer than the Difficulty, the GM can trigger
Complications, Consequences, or even Injuries (these are
described more later).
If you roll more successes than a Task’s Difficulty, the GM has the
option of applying bonus successes, which give additional benefits
in the context of the Task or Scene (hitting an extra target,
acquiring more loot, learning more information, succeeding in less
time, etc).
Any time that a player rolls zero successes, the action triggers
Consequences.
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Scene Difficulty
GMs, you can combine an entire Scene’s worth of Tasks and
Enemies into a single, easy to track Scene Difficulty.
Instead, the GM could have determined that there are roughly six
Tasks within the Scene as a whole, and therefore set a Scene
Difficulty 12 (2 x 6 = 12).
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Consequences
Consequences are developments that negatively impact the
characters, their current Task, or the Scene as a whole.
Consequences can be triggered when characters:
1. roll 0 successes, or
2. roll fewer successes than a Short Task’s Difficulty
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Complications
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Injuries
Injuries directly and negatively affect the character attempting a
Task - generally as a result of failing that Task or being hit with an
attack during combat.
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Advantage
When attempting Tasks under favorable circumstances - such as
with the help of an ally, a useful piece of equipment, or with an
especially appropriate method - the GM can grant Advantage to
the roll.
The better the character has stacked the odds in their favor, the
more Advantage Dice (AD) the GM should grant. A typical
source of Advantage grants +1AD, however a single source can
provide as much as +3AD, while all sources of ADvantage can’t
add up to more than +5AD.
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Approaches
Most problems within the gut of the Beast can be solved in
numerous ways - diplomacy, stealth, straight out violence, or
tactical cunning. As such, a Task’s Difficulty, Severity, and
Threshold (DST) can vary greatly based upon the way the
scavengers approach the obstacle.
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Instinct Dice
You can add up to 5 Instinct Dice (ID) to any roll. Instinct Dice
are stored in your dice pool, and you acquire them by acting
instinctively - completing Tasks and actions in such a way that
demonstrates your character’s natural impulses.
Once you’ve spent ID from your dice pool, those ID are gone and
can’t be used again. You can never spend more ID than you have
available in your current pool, and you only acquire new ID at the
end of a current Scene (in the Conclusion step of a Scene’s
cadence).
Curiosity
Exploring deeper despite danger, pressing on to learn the why of an
item, attitude, or opinion, seeking knowledge or understanding,
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Fear
Turning back in the face of danger, hiding or avoiding conflict,
taking a longer but safer route, cutting your losses in order to
escape, fleeing or surrendering in combat, operating under
coercion or intimidation, abandoning or betraying others for self-
preservation.
Greed
Seeking out the most lucrative or rewarding actions and pulls,
working only for the promise of recompense, behaving selfishly,
excessive consumption, seeking hedonic pleasure, making unfair
demands, or doing things only in your own self interest.
Loyalty
Protecting your closest comrades or kin, doing things in the
interest of your company or stronghold or people, engaging in
collectivism or prejudice toward a group in which you’re not loyal
to, keeping oaths and promises, seeking out justice or vengeance
against those who have harmed the ones you care about.
Violence
Solving problems with violence or coercion, engaging in bloodlust
and battle, starting unnecessary fights, enjoying the thrill of the
hunt, training to be a better combatant or honing your skills as a
killer, seeking glory or respect through martial prowess, instilling
fear in others from the threat of your violence, or besting others in
feats of strength or cunning.
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Instinct Dice (ID) are stored in a player’s dice pool, and can be
spent to add dice to any roll. A maximum of 5 ID can be spent
on a single roll. Instinct Dice are gained when a character acts
Instinctively - in alignment with one (or both) of their two
Instincts: Curiosity, Fear, Greed, Loyalty, and Violence.
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Narrative Actions
At pivotal points in any tale, characters can take actions with
enormous gravity. These actions - called Narrative Actions - bear
such an impact on a story that they irrevocably change its course.
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Succumbing to, but also the game concept’s tone and the current
pace and arc of the narrative.
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Horror
Sickness
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Frenzy Madness
No one who’s survived long in the Belly has abstained completely
from consuming beast flesh and beast blood. It is a simple and
unavoidable fact of life in the Evergut - you do what you have to in
order to survive, sometimes that means succumbing to eating the
foul essence of the Belly itself.
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Enemies
Enemies are just like Tasks - with a Difficulty, Severity, and
Threshold (DST).
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Enemy Equipment
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Detailing Enemies
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Enemies are treated just like Tasks - with their own DST,
modified by their equipment and approaches. Enemies can
joined together into a single group (such as a Long Task or
Scene Difficulty) or made into more granular - with each Skill or
specific action warranting its own DST.
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Combat
Combat combines Tasks and Enemies into a single Combat Scene.
As discussed in the Enemies section above - each enemy
combatant is treated similarly to a Task with a Difficulty, Severity,
and Threshold (DST).
Order of Action
Characters are limited to one action per turn, and one turn per
round. Defending yourself and rolling for Order of Actions count
as reactions, which have no hard limit.
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GMs, make sure that every enemy gets a turn during the combat -
either after the players have gone, or interspersed as the narrative
demands. There’s more advice on this in V: Gamemastering.
There are several ranges that combat operates in, from closest to
farthest:
Hand
When two combatants are within the width of a hand apart, are
engaged in grappling, or in very tightly confined spaces. Daggers
and shields excel in this range.
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Arm
When two combatants are within the length of an arm apart, are
engaged in non-polearm melee combat, or when in close but open
quarters. Swords and axes excel in this range.
Reach
When two combatants are within three paces of each other, are
engaged in polearm melee combat, or when in a small but open
arena. Spears and polearms excel in this range.
Near
When two combatants are within ten paces of each other, are
engaged in throwing or very close ranged combat, or when in a
moderate and open arena. Thrown weapons excel in this range.
Far
When two combatants are farther than ten paces apart, are engaged
in long-distance ranged combat, or when in a very open and broad
battlefield. Bows and crossbows excel in this range.
Movement
The majority of combats in Belly of the Beast will occur in melee
combat - that is Hand to Reach range. This is largely because of
the nature of battle within the Belly - innumerable passageways
and omnipresent darkness make seeing a distant target very
difficult.
GMs can use this to make the nail-bitingly close combats feel
shorter and more visceral, shoving characters out of the way of
engaging in long and drawn out bloody battles.
Equipment
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Armor
- Permission: Resist (roll Resolve) attacks rather than Block
or Dodge
Shields
- Permission: Block (roll Might) ranged attacks, rather than
Dodge
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Alchemy
- Permission: Gain temporary effects from its use or
consumption
- Examples:
- +1AD to Attacks, can’t roll Awareness
- +1AD to Resists, can’t roll Coordination
- Delay Injury 1, can’t roll Cunning
- See in darkness, sustain Injury 1
- +1AD to Awareness, sustain Injury 1
- Ignore Horror, can’t roll Lore
- Remove Sickness, can’t roll Might
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Crowbar
Carrying Equipment
Scavengers are always looking for the most efficient way to carry
the tools and gear that they need, but leave plenty of room for their
valuable hauls. Carrying equipment isn’t only a matter of weight,
but also its bulk and awkwardness. Carrying a longspear might be
worth carrying into battle - however it’s a long, cumbersome stick
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Back
Most packs, haversacks, and out of the way mobile storage will be
placed on your back. You can fit a relatively large amount of
material on your back and still function absolutely normally.
Chest
Harnesses, vests, and slings often attach to your chest. You can’t
carry anything bulkier than small containers - map scrolls, daggers,
alchemical vials, etc - but you can carry a lot of them.
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Legs
Smaller straps, soft packs, and thin containers can be mounted to
the calves and thighs for minimal transportation - largely to store
weapons or tools, utility belts, and sheathes.
Your legs can hold a couple of small and light items, and they can
be accessed quickly and easily.
Hands
Once a scavenger’s back, chest, and legs are full of equipment (not
counting the items that they can wear, such as armor), they only
have their two remaining hands to carry things.
Each hand that is carrying an item (even a small item), causes the
character to suffer +1 Threshold for any noncombat rolls related
to that hand, and denies permission to roll against Tasks that
require two hands.
Characters can only hold one thing in each hand (so you can’t hold
a shield and a knife in the same hand, barring some exceptions that
the GM might find reasonable).
Encumbered
You are encumbered when you try to carry anything that is:
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Sacrificing Equipment
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Breaking Equipment
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Crafting Equipment
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Things that are useful are generally far more valuable than things
that are decorative - as such a block of untarnished iron would be
much more valuable than a similar block of gold. Even though the
gold could be plated onto other things, its relative softness makes it
almost unusable in the context of weapons, tools, or containers.
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Perishable goods are the next most valued, things like clean water,
grains, dried food, smoked meats, and various alchemical
components. These are often in large quantities in certain areas,
and all but bereft in others.
Wealth (Optional)
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If, however, such minutia bores the group - or the amount of stuff
that the characters accumulate becomes too great to track - the
group has the option to condense everything into an abstract
measure of Wealth. The more stuff you’ve acquired, the more
Wealthy you are.
A Wealth roll - just like a Skill roll - always begins with one Base
die. You gain Advantage dice from possessing the Trader
Specialty, having rolled a successful Influence Task, or have other
circumstantial benefits (such as favors, kinship, or the promise of
completing a job).
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You only ever need one success to buy an item, and you only get
to roll once (until circumstances have changed, or you’ve
upgraded your Wealth Rank).
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Favors
Sometimes there’s just no better way to negotiate a trade than in
the exchange of favors. Maybe you don’t have anything tangible
that they want, or maybe they have a skillset that’s more useful to
you than any physical wealth. In any case, characters often earn
and owe favors to NPCs.
Minor
Something small or unimportant, a few hogpounds worth of value,
a simple errand, or some information that is helpful but not
dangerous or secret.
Moderate
The most common type of favor - one that assumes both parties
have something to gain and something to lose. They’ll help you out
of a dangerous spot, serve as backup in a fight, or give you some
much needed resources to stave off death or mayhem.
Major
Only the most critical and significant favors - someone owes you
an enormous debt, will stand beside you in a highly dangerous
battle, give up their last rations, even sacrifice themselves for you.
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Calling in Favors
Characters can call in a favor that’s owed to them, and can expect
the favor to actually benefit them as long as it’s possible. If the
company is stuck leagues away from the nearest stronghold,
there’s no way for them to communicate back to the stronghold’s
smith who owes them a favor.
Once a favor has been called in, it is considered spent and the NPC
doesn’t owe the character anything anymore.
The higher the tier favor, the bigger of a payoff the character can
expect. GMs, make sure that minor, moderate, and major favors
feel distinctly different from one another.
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immediate and significant response from the NPC, even if the NPC
is otherwise engaged.
Owing Favors
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Bonds
Scavengers can form bonds with those closest to them. Their
family, friends, clan, or members of their company can all be
subject to these strong relationship ties.
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Choosing a GM
If you’re reading this book - you’re likely the one going to be the
GM. That’s right, most of the people who got their hands on this
little tome are the ones that’ll pitch it to their friends. Don’t fret if
that’s the case - being a GM is arguably one of the most rewarding
and engaging experiences anyone can have while playing Belly of
the Beast, or any RPG (or even just in life!)
But really - just talk it out. Sit down (or hang out online or
something) and discuss who wants to GM or who the group thinks
should GM. If you’re tempted - go for it! Volunteer! Once
everyone gets used to Belly of the Beast, its common for a
“consistent” GM to become evident.
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Judge
You’ll make decisions, set Difficulties, and determine outcomes of
successes and failures.
Mediator
Sometimes players will disagree. Your position of authority allows
you to serve as an arbitrator. Keep things civil and everyone
enjoying the game. Encourage group discussion and democracy, if
an agreement can’t be made.
Referee
Sometimes players try to break or manipulate the system or its
intended design (often unintentionally). You’ll need to keep an eye
on this and prevent it from happening - or at least bring it up for
next time.
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Narrator
You’re the main source of the players’ and characters’ information.
You’ll verbally describe the environment, the people, and the
actions taking place around the characters.
Creator
The entirety of the Belly isn’t detailed in this book - that means
that you’ll have to create all of the details, specific places, and
specific people that the characters deal with.
Actor
You’ll act out and speak in character for dozens if not hundreds of
NPCs, giving them life and personality.
Guide
You’ll reveal clues, information, and obstacles in front of the
characters - guiding them through the Belly. However, you’re not
there to shove them down a predetermined path, let the characters
explore and you are their knowledgeable guide to the world around
them.
GM Principles
As the GM, you’re in a position of authority - respect that, and
appreciate the trust that the players have vested in you to make
their game possible and engaging.
to fail for failure’s sake, but you don’t want to protect them from
failure either.
Be fair and logical in your decisions. Stay consistent with how you
approach things in the game, the players will adapt and learn your
style just as you will theirs. If you’re in the middle of an engaging
scene - make a ruling, even if you’re not sure it’s in the rules.
Ensure that all players are engaged, and that every character has
equal time in the spotlight. Different out of character personalities
tend to dominate a conversation - try to bring the quieter people
more to the forefront, asking them what their character does, or
thinks, or says.
GM Basics
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Description
Creation
After reading this book, you’ll have a sort of nebulous idea of what
it’s like to live inside of the World Eater. Your mind will contain
images that you think are appropriate - and those images will be
likely very different than what the characters see. And, they won’t
cover everything. There’ll be a lot of blanks, and that’s your job to
fill them in.
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Inspiration
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Judgment
Arguably the most important factor of being a GM is the amount of
sway your judgment holds. That means that you have a lot of
responsibility - taking the actions and inputs from the characters,
translating them through the rules, and then judging their outcome.
Since Belly of the Beast is relatively light on rules, that means that
you’ll be doing a lot of judging - making rulings on what is going
on rather than referring to the book. You can always fall back on
the game’s core mechanic - set a Difficulty, have the players roll,
if they meet or beat it, they succeed, if not, bad stuff happens.
While you’re not here to punish players, they should fail, and
failure should hurt. But that hurt should complicate matters into a
more interesting narrative, it should translate those failures into
new opportunities and ways for the players to get engaged.
Creating Pulls
The pull is the quintessential quest for any scavenger. The
company learns about a region with potentially profitable ruins,
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they fight through muck and bile and cannibals on their way to get
there, they dig up the interesting bits, and if they find something
worth salvaging - they pull it.
As the GM, one of your main jobs is to prepare and create these
salvaging journeys. In short - the characters should learn about
potential pull sites easily and frequently, but getting to those sites
is the difficult part (and bringing the stuff back even harder!)
First of all, any pull has to contain a haul - the actual loot that’s
worth salvaging. Often these things would be little better than junk
and bare essentials in the Eaten Age, but now are worth their
weight in live hog (literally). This is a part of the pull that the GM
can have a lot of fun with - there might be rumors of a particularly
nice haul in a dangerous location, but there’s also a less profitable
haul in a less dangerous ruin. In either case, the characters’
information might be bad, or another group of scavengers got there
first - the possibilities are endless.
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In short, the GM should set up two or more potential pulls, lay out
a bunch of tools, paths, and levers for the characters to manipulate,
and then let them steer the action. Any time that something can go
wrong (such as Consequences or Complications) the GM should
make it so.
Problem or Scarcity
The company discovers or realizes that there’s a problem - some
kind of scarcity exists, a stronghold needs more grain, a nomad
group has lost all their hogs, the scavengers themselves are out of
iron. Something’s gone wrong, and it can probably be solved
through a good pull.
Potential Solution
The scavengers either know, assume, or gain information about a
place that is likely to have the appropriate haul that they need to
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solve the problem. If the group has a typical “pulling ground” that
they visit frequently - the GM can introduce new problems and
developments as the World Eater shifts, or those within its innards
become more competitive or aware of the company’s actions.
In any case, the party knows roughly that there’s at least a chance
of some physical items that will solve the problem, and they either
stand to be helpful champions of the group in trouble, or to earn a
healthy profit. The point of Belly of the Beast isn’t to investigate
where things might be profitable and maybe located - it’s more
about actually getting it out of there alive.
Travel To
This stage is likely the longest, and the one in which the company
runs into the most problems. The dark, dank, and digestive
environment alone is dangerous, but coupled with the fact that
scavengers are targets for reavers and cannibals, as well as
strongholds or nomads trying to protect their turf, the company
will have their hands full trying not to die just on their way there.
Some scavenging companies skip the first two steps altogether, and
simply wander around (like nomads) looking for the best places to
attempt a pull. If that is the case, be sure to give them ample
opportunity to pursue what they wish - but after they’ve overcome
a significant number of obstacles and Tasks.
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Often, the characters will have to move stuff. That’s part of what
they’re good at, and what makes Specialties like Engineer
especially useful. For example, the company might find a heavy
stone granary that appears to be well sealed, and likely to contain
grain and other valuable resources. However, it’s buried under a
pile of rocks and old ruins, caked with gunk and Beast juice.
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The company could try to break into the granary itself, if they
could fit through all of the rubble and actually gain access to it -
but if not they’d have to physically move the things piled atop it.
This would make an excellent Scene Difficulty, allowing for the
company to work together and pool their expertise - with plenty of
room for error and danger (rocks falling, ropes snapping, sudden
reaver ambush, etc).
Eventually, the characters will either abandon the pull (and leave
their potential haul), or they’ll successfully retrieve what they’re
after. This should be a momentous occasion in the narrative, and
feel like a victory.
Travel From
There’s two primary ways to handle returning the haul back to the
company’s safe point. The first is to gloss over it quickly, perhaps
make it a single Task, and move on to the next interesting bit in the
narrative.
The second is to treat it with all of the same danger and difficulty
of the Travel To phase. How do they get back? How do they carry
their haul? How do they avoid getting attacked by reavers or rival
scavenger companies? All of this is compounded by the fact that
their movement is decelerated, their minds focused on trying to
protect their wares, and their hands are literally full.
The next best way to decide is to go with the flow of what the
players want. If the pull itself was a massive ordeal that took a lot
out of them (both the players’ mental fortitude and the characters’
physical endurance), then you can shorten up the trip back.
However, if the pull went relatively smoothly - pour on some
obstacles and complications on their return home.
Sometimes, this phase can be just as dangerous (if not more so)
than any of the others during the pull. They might return to a
stronghold with hopes to sell their wares, only to find that it has
been taken over by a hostile faction who demands the haul for free.
At the end of this phase, the group would discuss the overall value
of their haul, and if it was worth a mark on their advancement
tracker. After a bit of rest, the cycle repeats and they learn of a
new problem.
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As the GM, it isn’t your job to alter the game’s pace, or the DST of
any particular Scene, based on how many ID the characters
currently have. They generally have the option of fleeing, or
making a narrative action, and in that regard have something they
can fall back on if they’re really in trouble. Eventually, the
characters will learn what kind of challenges they can and can’t
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Discuss this rule with your group, and only move forward with it if
everybody thinks it’ll be a fun addition to the game. To be
perfectly clear - it makes Belly of the Beast much more difficult,
and the characters more prone to suffering Consequences and
Injury (or even death.)
The easiest limit to remember is 10ID, however you can tailor that
to your game. The higher the limit, the less of an impact it makes
on gameplay. It’s not recommended to have a limit lower than 5ID,
as characters are very unlikely to survive any challenging Tasks or
Scenes.
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Rather than set a hard limit of ID characters can store, the group
can discuss a number of dice which create a psychological or
primal tipping point, forcing the character to automatically
succumb to one of their two Instincts.
Difficulty Scale
Setting a Task’s Difficulty, Severity, and Threshold (DST) is one
of your main functions as the GM. Make every DST too hard, and
your players will constantly suffer the Consequences. Too low, and
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they’ll breeze through everything and the tone of the game will
dramatically shift.
As the DST can change based upon the character’s approach, you
don’t need to break out every detail and possibility down for them.
Just give them a rough baseline DST for the most direct path, or
for a particular approach that the character is asking about. This
helps to prevent excess waste of ID, as well as better understanding
from the players’ side of the conversation.
Difficulty
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Difficulty % of Tasks
1 Common, easy, typical 50%
2 Average, requires effort 20%
3 Difficult, significant effort 15%
4 Rare and very challenging 10%
5 Incredibly hard and unlikely 5%
Severity
Severity % of Tasks
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1 Threatening 50%
2 Dangerous and noteworthy 20%
3 Potentially lethal and severe 15%
4 Very dangerous, best retreat 10%
5 Probably instant death 5%
Threshold
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Threshold % of Tasks
1 Resistant and tough 10%
2 Well protected or stubborn 5%
3 Sturdy and ablative 3%
4 Practically infallible 1.5%
5 Nearly impossible 0.5%
Wait, but that doesn’t add up to 100%! That’s exactly right, only
about 20% of Tasks should even have a Threshold, and very very
few Tasks should have more than Threshold 3.
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higher its Threshold, the more resources and dice they’ll need to
expend to defeat it.
Channeling Instincts
Curiosity, Fear, Greed, Loyalty, and Violence. Each of these five
Instincts define the characters’ behavior, what motivates them, and
what drives them to dig through the belly of the Beast. You need to
be aware of each of the characters’ Instincts, as well as encourage
them to channel and act upon those Instincts as often as possible.
Katador has the Greed and Violence Instincts. As his GM, you
should give him plenty of opportunities for Greed and Violence to
come up. Put him into negotiations, give him opportunities to
betray others for his own gain, throw battles at him, give him
obstacles that are easy to overcome with killing but would
otherwise be challenging.
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Gently remind the players out of character, ask them things like
“What’re your character’s Instincts? Oh Curiosity? How would
they act with Curiosity in this scenario then?” Eventually, the
players will become more comfortable thinking through the lens of
their Instincts (the positive reinforcement of earning ID helps with
this), and you won’t need to pull it out of them so often or so
blatantly.
Sure they can kill this merchant and take his wares, but now
they’re wanted by the stronghold and likely to be killed on sight.
Of course they can hold on to their clannish loyalty to their
kinfolk, fighting any strangers out of fear or misunderstanding - or
they can try to set aside those differences and come to an amicable
truce.
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Creating NPCs
One of the easiest ways to make a game exhilarating is to have
memorable NPCs that feel like real, believable characters. There’s
no greater window into a setting than interacting with its people,
and a company of scavengers is constantly going to be engaging
with others - whether nomadic tribesmen, fellow scavengers, cruel
reavers, or bloodthirsty cannibals.
Because of this, most NPCs that the company comes across won’t
be direct antagonists - at least not from the start. Sure some will be,
and some need to be (like cannibals), but nearly everyone is a
potential neutral party open to negotiation.
As the GM, you’ll be creating the majority (if not all) of the NPCs
that the characters interact with. To keep things simple, there are
only four things that you need to remember when coming up with
an NPC:
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1. Name
2. Who
3. What
4. Approach
Name
Names are important. Not only are they important because they
can help to distinguish certain characters from others, but because
they help make them feel more real. An NPC named Brigol, well
described and articulated, will be easier to remember than “that
one guy with the limp.”
Who
Just like a player character, NPCs have a Who. Who are they?
What are they motivated by? What are their mannerisms? If
nothing else - think of what drives the NPC (Instincts come in
handy here), and think of one unique personality trait. That’s
generally enough to get you started, and you can develop the NPC
more as the characters interact with them more frequently.
What
What’s this NPC doing? What do they look like? What is their job
or role? What is one distinct, memorable, descriptive trait about
them? Do they stink? Are they tall? Do they have three bronze
teeth?
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Approach
How do they handle conflict? How do they interact with the
characters? Are they deceitful, cowardly, brazen, cunning,
combative? This is especially important for hostile NPCs, as it can
illustrate a lot about their personality and capabilities without
having to make them speak or interact with the characters in any
other way.
Think of the two or three most likely ways that the characters will
interact with this particular NPC, and jot down a quick note about
the potential for different DSTs. The shady trader at the stronghold
isn’t a fighter - but is an excellent negotiator. Therefore, her
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For NPCs that are most likely to be hostile to the characters, think
of their baseline DST, and make a note of an approach the
characters could take that would be highly effective, and one that
could be disastrous. A veteran hunter might have very keen senses,
and so landing a sneak attack might be harder than actually
fighting her fair and square.
Specific and/or abstract qualities that the NPC possesses can also
steer you toward making an appropriate DST. Measuring a reaver’s
loyalty might be different than her bravery, even though both
might be a DST that is opposed by an Influence Task. This is a
further refinement from the way in which the scavengers approach
the NPC (and the way the NPC approaches them), but can be
drilled down into as granular of elements as necessary or
evocative.
In other words, the GM can think about the complex and varied
sources of a particular NPC’s skillset and behavior, and assign a
DST as appropriate for any action or Task that the characters are
attempting, in that given moment, against that specific NPC.
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These questions are designed to give you (the GM) the necessary
information and layers for a fulfilling narrative, while giving the
players an interesting and complex hook that elicits proactivity
without forcing them down your predetermined plot. Players need
sufficient information, motivation, and understanding of any given
situation in order to pursue it - in other words, they need sufficient
hooks to be proactive.
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Example of play
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2. he fears Nillox will not have the military might to fight off
a direct attack without these weapons.
The opponents in this instance are easy: there are three groups
who’d rather Katarod’s company not supply Nillox with these
weapons:
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Viggot has killed several other scavenging groups that have come
through the Web recently, and so knows first hand about the
bronze weapons in the area. Several Chuben herders have been
killed by the Reavers, bearing the marks of the new bronze
weaponry, and so know second hand that there is a new source of
bronze in the area.
Rolte and her company are the ones that started this whole mess, as
they initially discovered the cache of bronze (first hand
knowledge) and keep returning to it in the hopes of selling more
and more of it off. They don’t want Katarod to get it because they
directly oppose one another, and Rolte views the site as her own.
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In the end, what started out as a simple pull quickly expanded into
a multiple session quest with several overlapping layers and
threads to be pursued.
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These answers help drive play. The characters learn more of them
as they move through the quest, and are better able to understand
and predict the behavior of those involved (especially as their
motives are made clear). If Katarod knows that Hromb absolutely
hates him and his scavengers, perhaps he’ll be less likely to help
them. Perhaps he’ll even seek out Viggot, offer a truce, and try to
help the Reavers sack the ungrateful hold. These kinds of
realizations or discoveries can generate thoughtful actions and
unique approaches from the players - and should absolutely be
encouraged.
Not only will answering the questions help you, as the GM, to
behave in a more meaningful way (through the lens of your NPCs),
but it will help create natural and social guidelines for the
characters to behave, and overall make your game more immersive
and enjoyable.
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Meta Tasks
Scavengers are exceedingly influential within the Belly. They’re
connected to strongholds, clans, families, and other swallowed
survivors who desperately need them to succeed. The characters’
glorious victories and disheartening losses should have meaningful
ramifications not only for them, but for the swallowed society as a
whole.
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In essence, start with the big idea first - win a war, make a salvage
zone safe, build a stronghold, stabilize a region - and then drill
down into the subsequent parts that will make that event occur or
change over time. Always try to view these events (both the high
level and the lower levels) from the lens of your group’s game
concept and how the players’ company will actually influence
them.
GMs, if your players are really into sharing narrative control and
want to have some authorship over your Evergut, you don’t need to
conceal or obfuscate the Meta Task or its constituent parts. If your
players want a more immersive, “in-character” type of experience,
you can keep the mechanical nitty gritty in your notes and only
bring it up when absolutely necessary. If you’re not sure what your
players prefer, just ask them at the onset of the game or during the
creation of your first Meta Task.
A typical Meta Task has three to five constituent events, but more
or less are certainly applicable (the more events, the more time and
energy it will take for the company to actually impact it, and the
more significant to your campaign it will be). Once you’ve defined
all of the working parts and how they connect to each other, you’ll
want to assign the numbers and specifics to each element. More
details on that in the next section.
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The GM sets the Meta Task of Stop the War as Difficulty 5 (pretty
tough and long), Severity 3 (significant repercussions), Threshold
1 (a significant impediment), a trigger of any bloodshed between
the two strongholds, and a countdown of three sessions.
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Maybe they’re only able to supply one of the strongholds and not
the other, in the hope that both will back down now that they are
no longer on equal footing. As a Complication for a partially
favorable outcome, the GM describes how the now more supplied
stronghold starts exerting its presence in the region, seizing land
from its neighbor (bloodlessly, so far). They know that if they
don’t stop something soon, it will result in war - and now more
than likely a massacre due to the mismatch in equipment and
resources.
And if the company ends up replacing both leaders and forcing the
new ones to make a peace treaty, they’ll temporarily enforce
amicable trade between the two strongholds. If for some reason the
company decided that after all, war was favorable, they could do
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But that was a lifetime ago. For generations the survivors have
known nothing but sorrow. The Hungry God consumed all, leaving
the world as little more than a skinned carcass moaning to be put
out of its misery. Millions were swallowed during the Great
Devourer's gluttonous feast; and yet, humanity pressed on.
Yet every day is a challenge - and the Beast does not remain still.
Its hunger is infinite, and its consumption constant. GMs, you can
use certain events (be they random, player driven, or narrative
driven) to affect the current status of the Belly, and the types of
obstacles the characters might face as a result.
Hunger
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upon the land. And when its Hunger is abated, it is content to sit
for months or years slowly digesting through castles and
mountains and forests.
Later, Katarod and his crew want to stop the Beast from eating
anything until after they’re picked through the best and freshest
loot. They go deeper into the Belly and dislodge great quantities of
rock, mud, and other waste so as to fill up the Beast’s entrails with
otherwise undigested food, making its Hunger decline and desire to
eat stop.
Pain
While the Beast certainly doesn’t feel pity or remorse, it can feel
Pain. Despite many attempts, the Devourer can’t be killed, or even
seriously wounded. The united armies of a hundred kingdoms
stood before it, unleashing their greatest weapons and technology -
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with hardly any effect. They were eaten along with the rest of their
cities and the ground they stood upon.
However, the Swallowed know that the Beast can be hurt from
within, and while the injuries aren’t substantial or life-threatening
to the gluttonous creature, they can change its behavior and cause
it discomfort.
The first few layers are easily scraped away, however after several
feet the omnipotent creature’s guts begin to heal so rapidly that all
but the most dedicated organizations can hardly make a dent. Few
and far between are instances in which a hundred or more workers
make a concerted effort to damage a segment of the Beast’s
innards - and often the boiling hot blood and terribly deteriorative
fumes are enough to make the attempt not worth the effort.
Even such a small impact upon the Beast’s health can cause a
major reaction, forcing the Beast to roil and move violently,
regurgitate great quantities of half-digested waste, or feverishly
consume certain elements such as cooling clay or saltwater.
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Hazards
The Evergut is saturated in danger, ensuring that only the most
cautious and careful scavengers survive more than their first
attempted pull.
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Escalation
Hazards are constructed just like Enemies or other Tasks - with a
DST befitting their narrative impact and difficulty. However, what
makes Hazards unique is that they escalate when certain
conditions aren’t met. The more a hazard escalates, the more dire
things become for the scavengers caught within the hazard’s trap.
Each layer is essentially a new Task or Enemy with its own DST,
while the earlier layers’ DST still remains. GMs using Scene
Difficulty can instead increase the overall Difficulty, or have the
earlier layers count as Threshold for the rest of the Scene.
Hazards in Play
Katarod has decided to attempt to submerge himself in some
aqueous and suspicious fluid in order to get through a harrowing
pass. The fluid is in a dark recess of the Beast’s body, but Katarod
is willing to risk it to get to the other side.
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The second and new layer is that the passage begins to seal up,
pressing tightly on Katarod’s body as he swims through it,
crushing him and pressing more of the acidic juices against him.
This is a new Long Might Task of Difficulty 2, Severity 2. This
stacks with the former Long Resolve Task (now Difficulty 1).
Katarod rolls his Resolve, getting 2 successes - enough to complete
the first layer and get his head above water, and one of the
successes carries forward into the next Might Task. He still has to
see if he can push through the crushing flow of the tube or not - so
rolls his Might (now against the Long Might Task of Difficulty 1).
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With several plunging strikes, he stabs up into the fleshy tube and
hacks at the bony outcropping, causing it to recoil away in pain as
he pushes his way through. He emerges on the other side sizzling
and bloody, with one fewer piece of armor, but alive.
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Environments
Scavengers aren’t literally stuck within a stomach - at least not in
the traditional sense of the organ. The Beast is simultaneously
much more complex and much simpler than creatures of the
surface realm, as it is utterly alien and incomprehensibly large.
Bony Crags
A scrambled maze of jagged ridges, bone outcroppings, rough
rocks, plaque-filled crystals, and tooth like protrusions have
stacked atop one another to form a rocky, highlands-esque terrain.
While drier than many regions of the Belly, these crags are a
nightmare to walk through, twisting ankle, stabbing foot, and
slicing those unlucky enough to trip and try to catch themselves.
Mutated Jungles
Decades after the Beast began consuming the vast forests and
woodlands of the realm, many species of trees, vines, shrubs, and
ferns have adapted to live in small pockets within the harsh climate
of the Belly. Such jungles are found most often in bioluminescent
regions - typically ribward cracks in the Beastflesh.
Blood red, dark purple, and deep blue plants dominate these dense
thickets, all groping and reaching for the best lightsource they can
find. Many plants have become carnivorous, suckling off of the
Beast’s own blood, or those of unwary passersby.
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Sinkholes
Massive gaping sinkholes litter the Evergut, many of which are
over a league in diameter, and reach downward in unknown
depths. Whether through natural inner workings of the Beast, or by
some unknown calamitous injury it suffered, these sinkholes trap
and collect enormous amounts of the surface world, and are ripe
for scavenging hauls. Yet even the most bountiful are rarely worth
the danger.
Claustrophobic Tubes
While much of the Belly is a series of cavernous chambers and
wide open expanses, other segments are densely packed walls and
passages filled with millions of tubes. Many are the width of an
arm or leg, but some are broad enough to walk through, while
others force a scavenger to squish themselves flat in order to crawl
through.
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Sunken City
The first cities to fall had little time to prepare - they were the
richest, the most populated, the most elegant in their architecture.
It was these metropolises that drew the Beast’s hungry maw, and
now lie buried under decades of layered deluge. The Belly’s
tumultuous nature can upheave these great urban centers, churning
and spinning and mashing them as they are consumed.
Some of the greatest pull sites are these cities that have sunken
beneath mounds of dirt and clay and stone, or sit amongst partially-
healed Beastflesh, their secrets barely glimmering through the
darkness. Many are practically invisible, but can be discovered by
determined scavengers willing to descend deep enough.
You can start by applying a few basic principles to it, and work
from there. Think of an Earth or surface-like environment and then
twist it appropriately for the Evergut. Is it high and dry? Is it a
rainforest? Is it a series of ponds and lakes? A swamp?
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Escape
There isn’t a more unifying dream among the Swallowed than to
escape the omnipresent confines of the Evergut. Children hear the
stories of their ancestors living among the birds and the sun and the
sea, dreaming and hoping that they too someday can see the
beautiful and bountiful majesty of the surface.
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If your group discusses this as part of the game concept phase (or it
comes up organically as a desire for the characters mid-campaign),
talk about it openly and freely. Belly of the Beast isn’t really
designed for characters to escape, but if that’s what the players
want to attempt to accomplish, there are plenty of pulls and quests
they’d have to go on in order to do so (perhaps they can find a
cache of gunpowder, or navigate through a portion of the Evergut
that leads to the outside, or find an eaten library that is full of
anatomical drawings of the Beast while the surface survivors still
had time to study it, etc.)
But, really, in the end, it’s likely that the scavengers will end up
dead like the rest of their Swallowed brethren.
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Scarcity
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Interesting Finds
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Unique People
13 Vurk - seedy, slight, sinister, half a tongue, mumbles, long gray hair,
infamous for his work with a knife
14 Fallet - tall, hard, and beautiful were her nose not cut off, she
intensely hates slavery (especially of children)
15 Gunthrel - doughy, old, feigns failing eyes and ears (but is actually
quite sharp), highly pious and honorable
16 Shahib - a wise and wily alchemist not above poisoning her enemies,
with a pitch-perfect voice and bald head
33 Vrex - a papery thin man with watery eyes and open sores, he
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43 Gronn - has many wives and children that grow plants and trees in
backpacks full of dirt, rotund, hairy, glares
46 Trutt - a bizarre woman (many would say insane) who has somehow
tamed and rides a horse-sized hog
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63 Lupong - a man with bright blue skin, can see despite blindness, said
to be a sorcerer, speaks in bizarre riddles
66 Himna - a feral red haired girl who poisons the unsuspecting with
sleeping mushrooms in order to steal
Leadership
1 Hereditary chieftanism
2 Employment / slavery
3 Warrior elite
4 Direct democracy
5 Council of elders / experts / shamans
6 Communal guidelines and bylaws
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1 Facial scarification
2 Lifepath tattoos on arms and legs
3 Smooth bald heads
4 Lack of irises in the eyes
5 Six fingers on each hand
6 Engraving and/or sharpening of teeth
Scarcity or need
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1 Food or water
2 Weapons
3 Shelter
4 Medicine
5 Tools
6 Barter
Unique resource
1 The formula and method for cured steel
2 An extremely large and fertile hog
3 High-potency alchemy from the Eaten Age
4 Several sealed bolts of silk
5 An abundance of tools and unique technology
6 Several potted fruit trees
Approach
1 Cautious, defensive, distrusting
2 Methodical, careful, suspicious
3 Selfish, loyal, slow to trust
4 Tactical, pragmatic, contingent
5 Peaceful, amicable, trusting
6 Aggressive, bloodthirsty, conquering
Territory Control
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Character Sheet
Character sheet pdf (alpha)
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